Beale Posted September 15 Author Share Posted September 15 7 hours ago, Birdman31 said: Just wondering, how does this work with Textures unlimited? is it compatible? TU could load the resurfaced shaders (but you would need to make TU configs), and vice versa the new Shabby could load the TU shaders (but you would need to make shabby material configs). But, I must stress Shabby+Resurfaced is the intention here Any other combo would void warranty. This + Shabby was designed to be a lot more lightweight than TU, and indeed it does a lot less / is more simple, but we did not need all the features of TU. Quote Link to comment Share on other sites More sharing options...
Cheesecake Posted September 16 Share Posted September 16 Is there a problem with SAF? The fairings are no longer transparent in the VAB. Quote Link to comment Share on other sites More sharing options...
Beale Posted September 16 Author Share Posted September 16 5 hours ago, Cheesecake said: Is there a problem with SAF? The fairings are no longer transparent in the VAB. That's a side effect of Deferred rendering, and is something being worked on AFAIK. When you render deferred, you can't do transparency, so to get transparency, you have to render the fairings forward again, or use dithering to get pseudo transparency. Dithering is probably the way to go, but remains to be seen. Not related to Shabby / Resurfaced and out of my hands unfortunately, Blackrack is of course aware and still working on Deferred currently. Quote Link to comment Share on other sites More sharing options...
Beale Posted September 16 Author Share Posted September 16 58 minutes ago, Beale said: That's a side effect of Deferred rendering, and is something being worked on AFAIK. When you render deferred, you can't do transparency, so to get transparency, you have to render the fairings forward again, or use dithering to get pseudo transparency. Dithering is probably the way to go, but remains to be seen. Not related to Shabby / Resurfaced and out of my hands unfortunately, Blackrack is of course aware and still working on Deferred currently. Actually this isn't entirely true, and I do need to implement dithering on the shaders here, it's more to say we haven't decided yet. Quote Link to comment Share on other sites More sharing options...
Beale Posted September 18 Author Share Posted September 18 https://github.com/Tantares/Resurfaced Quick fix on the repo for anyone on Mac, Linux. Hope to have a proper release out soon. Quote Link to comment Share on other sites More sharing options...
BlackDinoShadows Posted October 5 Share Posted October 5 (edited) Hi ! Ty for that mod that is beatiful Quick question. Resurfaced is not very compatible with KK Statics ? I've done a Static and implemented the shader directly in unity (without config file, just via the basic material list of unity and resurfaced for modders) But it seems that the shader didn't really like that doingg weird reflections that are static (don't move with the camera). Here's some screenshots: Edited October 5 by BlackDinoShadows Changed Image Position Quote Link to comment Share on other sites More sharing options...
Beale Posted October 29 Author Share Posted October 29 On 10/5/2024 at 11:13 AM, BlackDinoShadows said: Hi ! Ty for that mod that is beatiful Quick question. Resurfaced is not very compatible with KK Statics ? I've done a Static and implemented the shader directly in unity (without config file, just via the basic material list of unity and resurfaced for modders) But it seems that the shader didn't really like that doingg weird reflections that are static (don't move with the camera). Here's some screenshots: Heya - this is a new one unfortunately, we hadn't really thought about statics... But, should work! Hmmm, that's really weird. It almost looks like they're missing normal maps? Is that right? You could just have a small 16x16 blank dummy normal map to fix this I think. Quote Link to comment Share on other sites More sharing options...
BlackDinoShadows Posted October 30 Share Posted October 30 Seems like I fixed it. It was just some weird Normal Map bug (with the baked red NRM the reflections are weird but with the blue NRM it worked perfectly). Quote Link to comment Share on other sites More sharing options...
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